CfP: Workshop on AI in the Game Design Process (IDP ’11)

The Workshop on Artificial Intelligence in the Game Design Process (IDP) is a one-day event located at Stanford University in Palo Alto, California, USA. The workshop is held in conjunction with the AI in Interactive Digital Entertainment (AIIDE) 2011 conference.

Details after the jump.

“Game AI” usually brings to mind the development of algorithms that drive the behavior of agents in a game’s virtual world. However, we are interested in a different way that AI can intersect games —
during the design process — and are excited to host a workshop on this topic for the first time. How can retrieval, inference, knowledge representation, learning, and search loosen the bottlenecks in the
game design process? How can AI provide assistance to game designers and/or share the creative responsibilities in design? Bringing concerns from design studies, computational creativity, and game production into contact with AI can result in a radically new and productive view of AI in games.

Important Dates

• Paper submission: July 18, 2011
• Notification to authors: August 12, 2011
• Camera-ready deadline: TBD
• Workshop held: October 11, 2011


Website: http://idp11.soe.ucsc.edu
For questions, contact idp11workshop@gmail.com.

Call for Papers

IDP solicits submissions of papers, either as full papers describing
completed research and results (maximum 6 pages) or short papers
describing works in progress (maximum 4 pages). We also welcome
position papers (2-4 pages) that aim to expose the implicit goals
shared by our design-process-aware community. Accepted papers will be
presented at the workshop and archived by AAAI. All papers must be in
AAAI format , and should be submitted through the IDP 2011 easy chair

Papers may be about a variety of topics, including but not limited to:
• procedural content generation (offline, integrated with content
pipeline automation)
• intelligent authoring tools (mixed-initiative construction of
complex game content artifacts)
• case studies of novel game designs (unreachable without AI involved
in the design process)
• intelligent debugging tools (using reasoning to diagnose complex
• intelligent prototyping tools (removing bottlenecks in exploration
• machine creativity in game design (supplementing or surpassing the
abilities of human designers)
• player modeling specifically for automated testing (capturing
assumptions about players)
• design space representation and management (grammars, ASP, etc.)
• understanding emergence in complex designs (search, sampling,
visualization, summarization)
• previewing the effects of design choices on gameplay, detecting
pathological failures
• automated experimentation in playtesting many alternative designs
(parameterized or structural)

Workshop Organization

IDP is a full-day workshop with dual goals:
• Presentation of novel perspectives and research results
• Construction of a document describing the scope of this emerging
field and future research directions

The morning session of the workshop will be devoted to the first goal,
through the presentation of submitted papers. The afternoon will be
devoted to a brainstorming session involving all workshop attendees.
This session will produce a report on parts of the design process that
could benefit from automated assistance, existing AI techniques or
architectures which could readily be applied to these parts, and areas
where existing AI isn’t powerful or flexible enough to be of
meaningful assistance.


• Adam M. Smith, University of California, Santa Cruz
• Gillian Smith, University of California, Santa Cruz

Program Chair
• Mark J. Nelson, ITU Copenhagen

Organizing Committee
• Rafael Bidarra, TU Delft
• Joris Dormans, Amsterdam University of Applied Sciences
• Richard Evans, ngmoco
• Michael Mateas, University of California, Santa Cruz

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